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Sean.bdfc

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Posts posted by Sean.bdfc

  1. 4 hours ago, ljmadruga said:

    Personally, here are the changes I’d like to see:

    - Add Infested Salvage and Capture to the Sortie rotation

       [...]

    - Add Assassination missions into Sortie’s 1 and 2 for the occasional boss rush.

    - Have conditions on each sortie stack, for example sortie 1 could be radiation hazard, then sortie 2 would be radiation hazard and energy reduction, and sortie 3 would be radiation hazard, energy reduction, and melee only.

    - More sortie conditions! Here’s some ideas:

    - No HUD (extraction would be waypointed and that’s it. No map either)

    - Loadout lock (you must complete the rest of the sortie with the same equipped weapons, warframe, and companion, applies only on sortie 1 and 2)

       [...]

    - Timed mode- Same as the nightmare condition

       [...]

    - Ability inhibition- Casting speed is increased by 50%

    I excerpted some points to comment on, while the rest I offer no opinion.

    I wholly agree with adding Infested Salvage to increase the player base's exposure to one section of Jordas Verdict.

    Adding assassination missions to S1 and S2 might be thematically awkward considering that sorties are stylized as "Defeating X's Forces". This isn't a big deal for me personally, but it'll be something for DE to think about.

    I'd be very careful with stacking sortie conditions as some combinations might not be fun at all. I can't imagine putting up with a Sniper Only, Energy Reduction and Eximus Stronghold.

    There is some precedent for the No HUD idea, specifically no minimap as @Drasiel mentioned, and I can also attest to the... *passionate* community backlash DE received. Having no way to monitor your health, shields and energy will probably face the same reaction.

    Loadout Lock is an interesting idea, but I can't agree with it. Sortie is a useful teaching device in addition to being a challenge. The current system does good in a way that pressures the player to think about how effective their loadout will be in each mission type and condition. Loadout Lock pressures the player to bring a more generalized loadout for all three missions and wouldn't necessarily encourage effective play. But of course, I can't really double down on this argument because Loadout Lock is exactly what raids do, but for coordinating a team of eight to cover weaknesses in the team.

    I'm a little hesitant to agree with a timed mode just because of spy missions. I want the team to carefully navigate the objectives and get it all done right without the added risk from a time pressure. There is already one in place if the alarms turn on.

    Did you mean casting speed is decreased by 50% (or in another way, casting time is increased by 50%) for the Ability Inhibition?

  2. I like the concept @Somi_xD alluded to. Similar to the concept of ranking up arcanes, if the player wants to add polarities concurrently on the same slot, then the player must pay additional forma that scales to the number of pre-existing polarities on the slot. This would help solve the concerns of other posters regarding overly abundant forma, bad business for DE, and achieve a QoL away from having multiple copies of weapons and warframes as @Neightrix points out.

  3. 1 hour ago, dead.rabit said:

    Thanks, exactly what I needed.

    But wait! There's 6 possible charms and the icon doesn't tell me which I've got? that's not very helpful.

    Is there any way to tell which charm you got?

    The best thing you can do is observe whether you received a 120s (double affinity and drops), 30s (auto orange crits) or 10s (energy refund) buff and if there's no duration under the buff icon, then you either have one free instant reload or one free hit negation. If you saw the Kavat do the buff animation, but no icon ever appeared, then you got one free rare resource from the planet you're on. 

  4. Just to clarify:

    1. All of the focus you have farmed for each particular school will remain with those schools after the refund. In other words, if you farmed 1,000 Zenurik and 2,000 Madurai before refund, you will retain 1,000 Zenurik and 2,000 Madurai after refund (you just get the opportunity to redistribute the points).
    2. Pool will be shared with all schools whereas before each school needed investment into their own pool. This means if you use points from Madurai to invest in the pool, then you increase the pool capacity for all schools. 

    Also I'm not sure of the question or what kind of help you're asking. We can certainly discuss more if you can clarify an issue.

  5. Heya welcome and we're happy to hear you're enjoying the game.

    Since you're already on Saturn and you're looking for an all-around effective stealth frame, I recommend going to Psamanthe, Neptune to farm Loki parts from the Hyena Pack bosses. Loki isn't a frame that can take a beating, but is exceptional for easily spamming invisibility and disarming all enemies in a radius around him. His ability to force enemies around him into melee is invaluable throughout the entire game. 

    In addition to asking questions on this forum, I also recommend making liberal use of the fan-supported wikia with its extensive library of information including checking out the star chart page to see which planets have warframe parts that you might be interested in farming.

  6. Let's cut to the honest point. Just because something is powerful does not make for bad design. It's a questionable design if the players are enabled not only to trivialize content, but to do so in a way that permits pressing a single button and literally afk for a minute or longer. Limbo rifts for mobile defenses is another example of enabling lazy gameplay. Pre-nerf MV was THE top tier area denier because, barring nullifier bubbles, the wall was impassible, impenetrable, invincible and covered a large area for a minute or longer with it's only flaws being cast time, energy cost, only one wall at a time and the open top.

    I can at least agree that a nerf was called for to remove the enabler for lazy play because a game like warframe is supposed to feel fast-paced and constantly in motion. Where I question DE's execution is the nerf minimized lazy play so much that the wall is weak beyond mid-to-upper level missions even when building up Gara's armor and power strength. I forgot who posted this, but another user suggested putting a limit to how much damage the wall receives per second as a way to better scale MV for higher level content. Someone else suggested leaving glass shards on the ground as a form of caltrops to slow and bleed enemies crossing broken sections of the wall. I've heard other suggestions to scale wall health in relation to how much it expands (i.e. more health if covering a small area, less health over a large area to represent "thinning out" the wall).

    tl;dr MV nerf was necessary to remove lazy play, but the execution was flawed. 

    Edit 1: I chose not to discuss Ember since there is already a post for that. I acknowledge it is another example of lazy play, but that only applies to lower level content where the fire output is enough to kill in ten ticks or less. My post distinguishes from that based on how well certain area-denial warframes scale toward higher level content while maintaining the same degree of enabling laziness.

  7. 27 minutes ago, djternan said:

    You sure you know what her abilities are? 1, 2, and 4 are deployable.  3 gives the other buffs.  You never use 2 if you want your 1 to deal any damage because your 2 makes enemies stop attacking.

     

    I agree with the audio being annoying but there are plenty of other frames with obnoxious visuals: Gara, Frost, Limbo, Volt, and Nekros.

    I believe your description of Octavia's 1 and 2 is not accurate.

    According to the wiki: When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.

     

    OP extensively compares Octavia with Loki (with one reference to Ivara) and ultimately concludes that Octavia needs a nerf or Loki needs an up-to-par rework. Conceptually, Octavia's skillset should be looked at as a basis for an effectively diverse warframe. Her team buffs, scaling damage and overall utility forms an incredible kit that can be used effectively in every aspect of the game, even in endless missions. So instead of viewing Octavia in such a negative light, we should be encouraging DE to use what they did right with her as a model for reworking unpopular/aging frames. We can apply these ideas to a Zephyr rework just as an example. Her 4 could be a hurricane that scales in intensity the longer it remains on the field and gives allies inside various speed and physical damage bonuses.

    The possibilities are endless and we can go forward, not backwards, if we focus more on what DE did right with certain frames like Octavia rather than pulling them back to be on par with lackluster frames.

  8. Edit: I'll prep another simple video tonight from Trinity's perspective.

    Woops I didn't mean to make a new post. I'll just use this as the placeholder for the Trinity POV video later.

    Solo Trinity POV

     

  9. Oberon and Trinity are probably the safest frames to solo Terry given their ability to keep lures alive.

    Some key tips to keep in mind:

    1. You only need a maximum of two lures: one charged lure before breaking a limb to prevent teleportation, and two charged lures to secure the capture.
    2. At the bottom of the wiki is a detailed map of lure locations.
    3. Each lure requires three vomvalysts to reach maximum charge. You may charge lures by killing vomvalysts and running their dropped orbs to a lure or bring a lure close to a vomvalyst in ghost form. Dedicate all charges to one lure and then charge the other lure throughout the fight.
    4. Radiation damage is the most effective against Terry. Snipers, especially the Lanka, Rubico and Vectis Prime, and Opticor tend to be the most popular weapons to use.
    5. Each limb kill restores all remaining limbs back to full health, so dump damage entirely on one limb at a time.
    6. In certain moments, vomvalysts will restore Terry's shield. It's important to immediately kill those vomvalysts and bring Terry's shield back down.
    7. Frames like Oberon's 2, Harrow's 4 and Limbo's rifts can prevent the magnetic effects of Terry's screams at each limb kill. If you rolled with the New Loka syndicate, you have the option of deploying Ancient Healer specters to nullify the magnetic effect. If you don't have access to any of these, then set yourself up with Energy Siphon, Zenurik Energy Dash, or energy pizzas to recover energy.

    Here's a cut and dry solo run from Oberon's perspective.

     

  10. For teralyst captures, 3/3/3 is objectively the best amp setup and I don't mean that in terms of "it's better because it's T3." With animation canceling the Granmu prism has the highest burst potential (if and when DE fixes or nerfs animation canceling, Schwaak prism will certainly be the best with its projectile bouncing for multiple hits). Klebrik scaffold really shines when you need to quickly deal with vomvalysts either for culling or charging lures. Finally, the Lohrin brace only increases the Granmu's burst output. I've seen people make a case for Clapkra and Juttni braces, but sustained damage is less effective with combined fire from a team of upgraded amps that could get rid of the teralyst shield in seconds. I say it's a good policy to have a sustained setup in pug groups, but if you're settled in with a solid team, then a burst setup should be more effective.

    Oberon solo cap with 3/3/3 amp for reference

    When not running teralyst captures, really anything goes for amp combinations. I'd still recommend the Klebrik scaffold for easily destroying kuva clouds and dispelling stalker resistances. For everything else, the Pencha scaffold has the best damage per shot albeit at a slow rate of fire, but void damage overall does not perform well against level 60+ enemies. 

  11. Howdy there. Let's break Nova down for a simple baseline approach to the slowva build.

    Slow amount equals base% + power strength above 100%, up to a maximum of 75% slow.

    At maximum rank, Molecular Prime slows affected enemies down by 30%. This means we have to add at least 45% power strength to Nova to reach the maximum slow effect, and the perfect amount can be achieved by slotting Intensify and Power Drift.

    For the remaining slots on a balanced approach, consider focusing on power duration to increase the time for the wave to expand. Keep in mind that power range mods do not affect the expansion of the wave or increase the initial range on cast, so power duration should be the focus for covering larger areas.

  12. OP, I'll agree that Chroma does an outrageous amount of damage with a maximized Vex Armor. It's for this reason alone that Chroma is a one man starkiller, but that's effectively all there is to Chroma besides stacking insane amounts of armor. Prior to the Plains of Eidolon you'd see Chroma being played infrequently and now he's the meta for teralyst hunts. This shouldn't be interpreted as something negative because Chroma is playing directly to a niche; to kill bosses or other enemies with high effective health. Even if you don't find my argument convincing, consider that a team outfitted with Rhino's Roar, Oberon's Smite Infusion, Adarza kavats and radiation weapons practically achieves the same results. 

    To be candid for a moment, I think you're still a relatively new player or you need to expand your approach to this game. I have the privilege of regularly scoring nine to ten captures per night cycle with my dedicated team and, believe it or not, we have never fielded a Chroma thanks to the setup I mentioned above. Would a Chroma effectively replace two loadouts on our team? Sure, nobody can argue the opposite because it's so obvious that a one-shot capability is ridiculous, but remember there is more than one solution to a question instead of shortcutting to declaring that something is an exploit.

  13. You get the benefit of the doubt for learning about Mesa, and I say keep it up. You'll discover that she has a very impressive kit.

    But to summarize everyone's responses:

    1. Do you like a damage buff? I like a damage buff. Pop 2.
    2. Do you like not dying to ranged attacks? I like not dying to ranged attacks. Pop 3.

    You'll kick yourself hard for underestimating 2 and 3.

    Edit 1: Modding priority goes to strength and duration. You need at least 119% strength to reach the maximum damage reduction for 3.

  14. 50 minutes ago, DarthBane1 said:

    The only problem with this is that Nidus's first ability gains in strength as the stacks increase. I do agree that he does feel disconnected from his weapons as you are CONSTANTLY stomping but there would be no real good from changing/adding it to melee/primary/secondary unless you increase their damage somehow to match. 

     

    You could make it so that the weapons increase damage by a small percentile based on the current stacks AND increase per 1 or 2 kills. 

    I disagree with increasing weapon damage with stacks because Nidus' theme, as a warframe and not his weapons, is to grow stronger the longer he's in a mission. 

    OP's suggestion is akin to Nekros' Desecrate, but instead of rerolling loot, Nidus would bolster his abilities by consuming corpses in a radius. Now, I'm all for diversifying Nidus gameplay, but the end result of this idea leads back to the way it's always been: spamming 1 because the damage outclasses weapon DPS after reaching high enough stacks. 

  15. You should tune your kit to the sortie mission and condition.

    Instead of writing an essay on this advice, I'm going to use Defense/Mobile Defense/Extraction missions as an example. You can kit to protect objectives with Gara, Frost, Vauban and Limbo. Other frames can be modded into area denial roles like the Firequake Ember and Resonating Quake Banshee

    Also think about the condition attached to the mission. Energy Reduction poses a big problem to all of the examples above. Conditions giving extra damage to ranged enemies puts Gara, Frost and Limbo above Vauban.

    As you become more experienced with running sorties you should think more and more about how certain frames do the objective better than others.

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